Fix bad actualization without mesh source sorting
This commit is contained in:
parent
19d02e6d74
commit
5ab9532e39
@ -1,25 +1,31 @@
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#include "RaycastManager.hpp"
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#include "RaycastManager.hpp"
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#include <utility>
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#include <utility>
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/CameraUtils.hpp"
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using namespace Slic3r::GUI;
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using namespace Slic3r::GUI;
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namespace priv {
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namespace{
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using namespace Slic3r;
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using namespace Slic3r;
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static void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes *input = nullptr);
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void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes *input = nullptr);
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static const AABBMesh * get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id);
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const AABBMesh * get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id);
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static RaycastManager::TrKey create_key(const ModelVolume& volume, const ModelInstance& instance){
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RaycastManager::TrKey create_key(const ModelVolume& volume, const ModelInstance& instance){
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return std::make_pair(instance.id().id, volume.id().id); }
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return std::make_pair(instance.id().id, volume.id().id); }
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static RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key);
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RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key);
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static bool is_lower_key(const RaycastManager::TrKey &k1, const RaycastManager::TrKey &k2) {
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RaycastManager::TrItems::const_iterator find(const RaycastManager::TrItems &items, const RaycastManager::TrKey &key);
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bool is_lower_key(const RaycastManager::TrKey &k1, const RaycastManager::TrKey &k2) {
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return k1.first < k2.first || (k1.first == k2.first && k1.second < k2.second); }
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return k1.first < k2.first || (k1.first == k2.first && k1.second < k2.second); }
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static bool is_lower(const RaycastManager::TrItem &i1, const RaycastManager::TrItem &i2) {
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bool is_lower(const RaycastManager::TrItem &i1, const RaycastManager::TrItem &i2) {
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return is_lower_key(i1.first, i2.first); };
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return is_lower_key(i1.first, i2.first); };
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template<typename VecType> inline void erase(std::vector<VecType> &vec, const std::vector<bool> &flags);
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}
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}
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void RaycastManager::actualize(const ModelObject &object, const ISkip *skip, Meshes *meshes)
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void RaycastManager::actualize(const ModelObject &object, const ISkip *skip, Meshes *meshes)
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{
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{
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// actualize MeshRaycaster
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// actualize MeshRaycaster
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priv::actualize(m_meshes, object.volumes, skip, meshes);
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::actualize(m_meshes, object.volumes, skip, meshes);
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// check if inscance was removed
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// check if inscance was removed
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std::vector<bool> removed_transf(m_transformations.size(), {true});
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std::vector<bool> removed_transf(m_transformations.size(), {true});
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@ -32,8 +38,8 @@ void RaycastManager::actualize(const ModelObject &object, const ISkip *skip, Mes
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for (const ModelInstance *instance : object.instances) {
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for (const ModelInstance *instance : object.instances) {
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const Transform3d &instrance_tr = instance->get_matrix();
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const Transform3d &instrance_tr = instance->get_matrix();
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Transform3d transformation = instrance_tr * volume_tr;
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Transform3d transformation = instrance_tr * volume_tr;
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TrKey key = priv::create_key(*volume, *instance);
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TrKey key = ::create_key(*volume, *instance);
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auto item = priv::find(m_transformations, key);
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auto item = ::find(m_transformations, key);
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if (item != m_transformations.end()) {
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if (item != m_transformations.end()) {
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// actualize transformation all the time
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// actualize transformation all the time
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item->second = transformation;
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item->second = transformation;
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@ -41,19 +47,17 @@ void RaycastManager::actualize(const ModelObject &object, const ISkip *skip, Mes
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removed_transf[index] = false;
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removed_transf[index] = false;
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} else {
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} else {
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// add new transformation
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// add new transformation
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m_transformations.emplace_back(std::make_pair(key, transformation));
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m_transformations.emplace_back(key, transformation);
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need_sort = true;
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need_sort = true;
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}
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}
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}
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}
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}
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}
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// clean other transformation
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// clean other transformation
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for (int i = removed_transf.size() - 1; i >= 0; --i)
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::erase(m_transformations, removed_transf);
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if (removed_transf[i])
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m_transformations.erase(m_transformations.begin() + i);
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if (need_sort)
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if (need_sort)
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std::sort(m_transformations.begin(), m_transformations.end(), priv::is_lower);
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std::sort(m_transformations.begin(), m_transformations.end(), ::is_lower);
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}
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}
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void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip, Meshes *meshes)
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void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip, Meshes *meshes)
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@ -61,7 +65,7 @@ void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip,
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const ModelVolumePtrs &volumes = instance.get_object()->volumes;
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const ModelVolumePtrs &volumes = instance.get_object()->volumes;
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// actualize MeshRaycaster
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// actualize MeshRaycaster
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priv::actualize(m_meshes, volumes, skip, meshes);
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::actualize(m_meshes, volumes, skip, meshes);
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// check if inscance was removed
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// check if inscance was removed
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std::vector<bool> removed_transf(m_transformations.size(), {true});
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std::vector<bool> removed_transf(m_transformations.size(), {true});
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@ -74,8 +78,8 @@ void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip,
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const Transform3d &volume_tr = volume->get_matrix();
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const Transform3d &volume_tr = volume->get_matrix();
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const Transform3d &instrance_tr = instance.get_matrix();
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const Transform3d &instrance_tr = instance.get_matrix();
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Transform3d transformation = instrance_tr * volume_tr;
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Transform3d transformation = instrance_tr * volume_tr;
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TrKey key = priv::create_key(*volume, instance);
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TrKey key = ::create_key(*volume, instance);
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auto item = priv::find(m_transformations, key);
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auto item = ::find(m_transformations, key);
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if (item != m_transformations.end()) {
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if (item != m_transformations.end()) {
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// actualize transformation all the time
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// actualize transformation all the time
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item->second = transformation;
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item->second = transformation;
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@ -83,40 +87,35 @@ void RaycastManager::actualize(const ModelInstance &instance, const ISkip *skip,
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removed_transf[index] = false;
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removed_transf[index] = false;
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} else {
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} else {
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// add new transformation
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// add new transformation
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m_transformations.emplace_back(std::make_pair(key, transformation));
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m_transformations.emplace_back(key, transformation);
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need_sort = true;
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need_sort = true;
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}
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}
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}
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}
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// clean other transformation
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// clean other transformation
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for (int i = removed_transf.size() - 1; i >= 0; --i)
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::erase(m_transformations, removed_transf);
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if (removed_transf[i])
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m_transformations.erase(m_transformations.begin() + i);
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if (need_sort)
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if (need_sort)
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std::sort(m_transformations.begin(), m_transformations.end(), priv::is_lower);
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std::sort(m_transformations.begin(), m_transformations.end(), ::is_lower);
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}
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}
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std::optional<RaycastManager::Hit> RaycastManager::first_hit(const Vec3d& point, const Vec3d& direction, const ISkip *skip) const
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std::optional<RaycastManager::Hit> RaycastManager::first_hit(const Vec3d& point, const Vec3d& direction, const ISkip *skip) const
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{
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{
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// Improve: it is not neccessaru to use AABBMesh and calc normal for every hit
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// Improve: it is not neccessaru to use AABBMesh and calc normal for every hit
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struct Result
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{
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// Results
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const AABBMesh *mesh = nullptr;
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const AABBMesh *hit_mesh = nullptr;
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double squared_distance;
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double hit_squared_distance = 0.;
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int face;
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int hit_face = -1;
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Vec3d hit_world;
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Vec3d hit_world;
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const Transform3d *tramsformation;
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const Transform3d *hit_tramsformation = nullptr;
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const TrKey *key;
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const TrKey *hit_key = nullptr;
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}result;
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for (const auto &item : m_transformations) {
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for (const auto &[key, transformation]: m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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size_t volume_id = key.second;
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if (skip != nullptr && skip->skip(volume_id)) continue;
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if (skip != nullptr && skip->skip(volume_id)) continue;
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const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id);
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const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
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if (mesh == nullptr) continue;
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if (mesh == nullptr) continue;
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const Transform3d &transformation = item.second;
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Transform3d inv = transformation.inverse();
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Transform3d inv = transformation.inverse();
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// transform input into mesh world
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// transform input into mesh world
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@ -129,46 +128,44 @@ std::optional<RaycastManager::Hit> RaycastManager::first_hit(const Vec3d& point,
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const AABBMesh::hit_result &hit = hits.front();
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const AABBMesh::hit_result &hit = hits.front();
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// convert to world
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// convert to world
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Vec3d hit_world = transformation * hit.position();
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Vec3d world = transformation * hit.position();
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double squared_distance = (point - hit_world).squaredNorm();
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double squared_distance = (point - world).squaredNorm();
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if (result.mesh != nullptr &&
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if (hit_mesh != nullptr &&
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result.squared_distance < squared_distance)
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hit_squared_distance < squared_distance)
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continue; // exist closer one
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continue; // exist closer one
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result.mesh = mesh;
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hit_mesh = mesh;
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result.squared_distance = squared_distance;
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hit_squared_distance = squared_distance;
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result.face = hit.face();
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hit_face = hit.face();
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result.hit_world = hit_world;
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hit_world = world;
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result.tramsformation = &transformation;
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hit_tramsformation = &transformation;
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result.key = &key;
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hit_key = &key;
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}
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}
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if (result.mesh == nullptr)
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if (hit_mesh == nullptr)
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return {};
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return {};
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// Calculate normal from transformed triangle
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// Calculate normal from transformed triangle
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// NOTE: Anisotropic transformation of normal is not perpendiculat to triangle
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// NOTE: Anisotropic transformation of normal is not perpendiculat to triangle
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const Vec3i tri = result.mesh->indices(result.face);
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const Vec3i tri = hit_mesh->indices(hit_face);
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Vec3d pts[3];
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std::array<Vec3d,3> pts;
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auto tr = result.tramsformation->linear();
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auto tr = hit_tramsformation->linear();
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for (int i = 0; i < 3; ++i)
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for (int i = 0; i < 3; ++i)
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pts[i] = tr * result.mesh->vertices(tri[i]).cast<double>();
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pts[i] = tr * hit_mesh->vertices(tri[i]).cast<double>();
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Vec3d normal_world = (pts[1] - pts[0]).cross(pts[2] - pts[1]);
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Vec3d normal_world = (pts[1] - pts[0]).cross(pts[2] - pts[1]);
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normal_world.normalize();
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normal_world.normalize();
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SurfacePoint<double> point_world{result.hit_world, normal_world};
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SurfacePoint<double> point_world{hit_world, normal_world};
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return RaycastManager::Hit{point_world, *result.key, result.squared_distance};
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return RaycastManager::Hit{point_world, *hit_key, hit_squared_distance};
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}
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}
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std::optional<RaycastManager::Hit> RaycastManager::closest_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip) const
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std::optional<RaycastManager::Hit> RaycastManager::closest_hit(const Vec3d &point, const Vec3d &direction, const ISkip *skip) const
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{
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{
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std::optional<Hit> closest;
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std::optional<Hit> closest;
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for (const auto &item : m_transformations) {
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for (const auto &[key, transformation] : m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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size_t volume_id = key.second;
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if (skip != nullptr && skip->skip(volume_id)) continue;
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if (skip != nullptr && skip->skip(volume_id)) continue;
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const Transform3d &transformation = item.second;
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const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
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const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id);
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if (mesh == nullptr) continue;
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if (mesh == nullptr) continue;
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Transform3d tr_inv = transformation.inverse();
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Transform3d tr_inv = transformation.inverse();
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Vec3d mesh_point = tr_inv * point;
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Vec3d mesh_point = tr_inv * point;
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@ -196,14 +193,12 @@ std::optional<RaycastManager::Hit> RaycastManager::closest_hit(const Vec3d &poin
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std::optional<RaycastManager::ClosePoint> RaycastManager::closest(const Vec3d &point, const ISkip *skip) const
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std::optional<RaycastManager::ClosePoint> RaycastManager::closest(const Vec3d &point, const ISkip *skip) const
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{
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{
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std::optional<ClosePoint> closest;
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std::optional<ClosePoint> closest;
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for (const auto &item : m_transformations) {
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for (const auto &[key, transformation] : m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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size_t volume_id = key.second;
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if (skip != nullptr && skip->skip(volume_id))
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if (skip != nullptr && skip->skip(volume_id))
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continue;
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continue;
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const AABBMesh *mesh = priv::get_mesh(m_meshes, volume_id);
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const AABBMesh *mesh = ::get_mesh(m_meshes, volume_id);
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if (mesh == nullptr) continue;
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if (mesh == nullptr) continue;
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const Transform3d &transformation = item.second;
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Transform3d tr_inv = transformation.inverse();
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Transform3d tr_inv = transformation.inverse();
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Vec3d mesh_point = tr_inv * point;
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Vec3d mesh_point = tr_inv * point;
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@ -222,17 +217,15 @@ std::optional<RaycastManager::ClosePoint> RaycastManager::closest(const Vec3d &p
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}
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}
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Slic3r::Transform3d RaycastManager::get_transformation(const TrKey &tr_key) const {
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Slic3r::Transform3d RaycastManager::get_transformation(const TrKey &tr_key) const {
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// TODO: transformations are sorted use lower bound
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auto tr = ::find(m_transformations, tr_key);
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auto item = std::find_if(m_transformations.begin(),
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if (tr == m_transformations.end())
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m_transformations.end(),
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return Transform3d::Identity();
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[&tr_key](const TrItem &it) -> bool {
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return tr->second;
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return it.first == tr_key;
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});
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if (item == m_transformations.end()) return Transform3d::Identity();
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return item->second;
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}
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}
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void priv::actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes* inputs)
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namespace {
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void actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volumes, const RaycastManager::ISkip *skip, RaycastManager::Meshes* inputs)
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{
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{
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// check if volume was removed
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// check if volume was removed
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std::vector<bool> removed_meshes(meshes.size(), {true});
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std::vector<bool> removed_meshes(meshes.size(), {true});
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@ -242,33 +235,33 @@ void priv::actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volu
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size_t oid = volume->id().id;
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size_t oid = volume->id().id;
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if (skip != nullptr && skip->skip(oid))
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if (skip != nullptr && skip->skip(oid))
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continue;
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continue;
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auto item = std::find_if(meshes.begin(), meshes.end(), [oid](const RaycastManager::Mesh &it) -> bool { return oid == it.first; });
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auto is_oid = [oid](const RaycastManager::Mesh &it) { return oid == it.first; };
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if (item == meshes.end()) {
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if (auto item = std::find_if(meshes.begin(), meshes.end(), is_oid);
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// exist AABB in inputs ?
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item != meshes.end()) {
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if (inputs != nullptr) {
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auto input = std::find_if(inputs->begin(), inputs->end(),
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[oid](const RaycastManager::Mesh &it) -> bool { return oid == it.first; });
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if (input != inputs->end()) {
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meshes.emplace_back(std::move(*input));
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continue;
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}
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}
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// add new raycaster
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bool calculate_epsilon = true;
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auto mesh = std::make_unique<AABBMesh>(volume->mesh(), calculate_epsilon);
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meshes.emplace_back(std::make_pair(oid, std::move(mesh)));
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need_sort = true;
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} else {
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size_t index = item - meshes.begin();
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size_t index = item - meshes.begin();
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removed_meshes[index] = false;
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removed_meshes[index] = false;
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continue;
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}
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}
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// exist AABB in inputs ?
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if (inputs != nullptr) {
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auto input = std::find_if(inputs->begin(), inputs->end(), is_oid);
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if (input != inputs->end()) {
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meshes.emplace_back(std::move(*input));
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need_sort = true;
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continue;
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}
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}
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// add new raycaster
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bool calculate_epsilon = true;
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auto mesh = std::make_unique<AABBMesh>(volume->mesh(), calculate_epsilon);
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meshes.emplace_back(std::make_pair(oid, std::move(mesh)));
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need_sort = true;
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}
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}
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// clean other raycasters
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// clean other raycasters
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for (int i = removed_meshes.size() - 1; i >= 0; --i)
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erase(meshes, removed_meshes);
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if (removed_meshes[i])
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|
||||||
meshes.erase(meshes.begin() + i);
|
|
||||||
|
|
||||||
// All the time meshes must be sorted by volume id - for faster search
|
// All the time meshes must be sorted by volume id - for faster search
|
||||||
if (need_sort) {
|
if (need_sort) {
|
||||||
@ -277,28 +270,44 @@ void priv::actualize(RaycastManager::Meshes &meshes, const ModelVolumePtrs &volu
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const Slic3r::AABBMesh *priv::get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id)
|
const Slic3r::AABBMesh *get_mesh(const RaycastManager::Meshes &meshes, size_t volume_id)
|
||||||
{
|
{
|
||||||
auto is_lower_index = [](const RaycastManager::Mesh &m, size_t i) -> bool { return m.first < i; };
|
auto is_lower_index = [](const RaycastManager::Mesh &m, size_t i) { return m.first < i; };
|
||||||
auto it = std::lower_bound(meshes.begin(), meshes.end(), volume_id, is_lower_index);
|
auto it = std::lower_bound(meshes.begin(), meshes.end(), volume_id, is_lower_index);
|
||||||
if (it == meshes.end() || it->first != volume_id)
|
if (it == meshes.end() || it->first != volume_id)
|
||||||
return nullptr;
|
return nullptr;
|
||||||
return &(*(it->second));
|
return &(*(it->second));
|
||||||
}
|
}
|
||||||
|
|
||||||
RaycastManager::TrItems::iterator priv::find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key) {
|
RaycastManager::TrItems::iterator find(RaycastManager::TrItems &items, const RaycastManager::TrKey &key) {
|
||||||
auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &key)->bool {
|
auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &l_key) { return is_lower_key(it.first, l_key); };
|
||||||
return priv::is_lower_key(it.first, key);
|
|
||||||
};
|
|
||||||
auto it = std::lower_bound(items.begin(), items.end(), key, fnc);
|
auto it = std::lower_bound(items.begin(), items.end(), key, fnc);
|
||||||
if (it == items.end() || it->first != key)
|
if (it != items.end() && it->first != key)
|
||||||
return items.end();
|
return items.end();
|
||||||
return it;
|
return it;
|
||||||
}
|
}
|
||||||
|
|
||||||
#include "slic3r/GUI/GLCanvas3D.hpp"
|
RaycastManager::TrItems::const_iterator find(const RaycastManager::TrItems &items, const RaycastManager::TrKey &key)
|
||||||
#include "slic3r/GUI/Camera.hpp"
|
{
|
||||||
#include "slic3r/GUI/CameraUtils.hpp"
|
auto fnc = [](const RaycastManager::TrItem &it, const RaycastManager::TrKey &l_key) { return is_lower_key(it.first, l_key); };
|
||||||
|
auto it = std::lower_bound(items.begin(), items.end(), key, fnc);
|
||||||
|
if (it != items.end() && it->first != key)
|
||||||
|
return items.end();
|
||||||
|
return it;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename VecType> inline void erase(std::vector<VecType> &vec, const std::vector<bool> &flags)
|
||||||
|
{
|
||||||
|
assert(vec.size() == flags.size());
|
||||||
|
if (flags.empty()) return;
|
||||||
|
|
||||||
|
// reverse iteration over flags to erase indices from back to front.
|
||||||
|
for (int i = static_cast<int>(flags.size()) - 1; i >= 0; --i)
|
||||||
|
if (flags[i])
|
||||||
|
vec.erase(vec.begin() + i);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
namespace Slic3r::GUI{
|
namespace Slic3r::GUI{
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user